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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-01 16:05:07 +01:00
added GSP heap memory allocation
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commit
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@ -4,6 +4,10 @@
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#include <map>
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#include "core/mem_map.h"
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#include "core/hw/hw_lcd.h"
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#include "core/hle/function_wrappers.h"
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#include "core/hle/syscall.h"
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#include "core/hle/service/service.h"
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@ -13,6 +17,26 @@
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namespace Syscall {
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/// Map application or GSP heap memory
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Result ControlMemory(void* outaddr, u32 addr0, u32 addr1, u32 size, u32 operation, u32 permissions) {
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u32 virtual_address = 0x00000000;
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switch (operation) {
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// Map GSP heap memory?
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case 0x00010003:
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virtual_address = Memory::MapBlock_HeapGSP(size, operation, permissions);
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break;
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// Unknown ControlMemory operation
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default:
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ERROR_LOG(OSHLE, "Unknown ControlMemory operation %08X", operation);
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}
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Core::g_app_core->SetReg(1, Memory::MapBlock_HeapGSP(size, operation, permissions));
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return 0;
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}
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/// Connect to an OS service given the port name, returns the handle to the port to out
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Result ConnectToPort(void* out, const char* port_name) {
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Service::Interface* service = Service::g_manager->FetchFromPortName(port_name);
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@ -41,7 +65,7 @@ Result WaitSynchronization1(Handle handle, s64 nanoseconds) {
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const HLE::FunctionDef Syscall_Table[] = {
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{0x00, NULL, "Unknown"},
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{0x01, NULL, "ControlMemory"},
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{0x01, WrapI_VUUUUU<ControlMemory>, "ControlMemory"},
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{0x02, NULL, "QueryMemory"},
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{0x03, NULL, "ExitProcess"},
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{0x04, NULL, "GetProcessAffinityMask"},
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@ -49,6 +49,23 @@ enum {
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////////////////////////////////////////////////////////////////////////////////////////////////////
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/// Represents a block of heap memory mapped by ControlMemory
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struct HeapBlock {
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HeapBlock() : base_address(0), address(0), size(0), operation(0), permissions(0) {
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}
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u32 base_address;
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u32 address;
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u32 size;
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u32 operation;
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u32 permissions;
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const u32 GetVirtualAddress() const{
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return base_address + address;
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}
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};
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Base is a pointer to the base of the memory map. Yes, some MMU tricks
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// are used to set up a full GC or Wii memory map in process memory. on
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// 32-bit, you have to mask your offsets with 0x3FFFFFFF. This means that
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@ -81,6 +98,14 @@ void Write32(const u32 addr, const u32 data);
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u8* GetPointer(const u32 Address);
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/**
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* Maps a block of memory on the GSP heap
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* @param size Size of block in bytes
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* @param operation Control memory operation
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* @param permissions Control memory permissions
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*/
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u32 MapBlock_HeapGSP(u32 size, u32 operation, u32 permissions);
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inline const char* GetCharPointer(const u32 address) {
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return (const char *)GetPointer(address);
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}
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@ -2,6 +2,8 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <map>
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#include "common/common.h"
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#include "core/mem_map.h"
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@ -10,6 +12,8 @@
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namespace Memory {
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std::map<u32, HeapBlock> g_heap_gsp_map;
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/// Convert a physical address to virtual address
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u32 _AddressPhysicalToVirtual(const u32 addr) {
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// Our memory interface read/write functions assume virtual addresses. Put any physical address
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@ -116,6 +120,28 @@ u8 *GetPointer(const u32 addr) {
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}
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}
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/**
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* Maps a block of memory on the GSP heap
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* @param size Size of block in bytes
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* @param flags Memory allocation flags
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*/
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u32 MapBlock_HeapGSP(u32 size, u32 operation, u32 permissions) {
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HeapBlock block;
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block.base_address = HEAP_GSP_VADDR;
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block.size = size;
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block.operation = operation;
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block.permissions = permissions;
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if (g_heap_gsp_map.size() > 0) {
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const HeapBlock last_block = g_heap_gsp_map.rbegin()->second;
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block.address = last_block.address + last_block.size;
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}
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g_heap_gsp_map[block.GetVirtualAddress()] = block;
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return block.GetVirtualAddress();
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}
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u8 Read8(const u32 addr) {
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u8 _var = 0;
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_Read<u8>(_var, addr);
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